1.5
1x Banebow
4x Brutalis
4x Gargoyle
4x Death Mage
2x Medusil
4x Molten Destroyer
4x Shadow Knight
4x Poison Arrow
1x Flaming Arrow
2x Shriek of Vengeance
2x Ley Line Nexus
4x Wrath of the Forest
4x Soul Seeker
Molten Destroyer has replaced Plasma Behemoth which always used to bug me when I had to pay resources to stay in control (and hence couldn't get out more (5)-drops at the same time or had to make an inconvenient sac to get to 6 resources and play (3)-drop + Plasma's ability). At first I was running Minotaur to deal with mages, but Majiya and Eladwen have ways of dealing with that 6 hitpoints and there actually weren't a lot of Gravebones laddering. Molten also offers better board control when things aren't going so well, the thorns and flames damage adds up nicely with Death Mage, arrows, Soul Seekers and Banebow's ability (that's pretty much Banebow in a nutshell: adding up small bits and bites to wrestle down threats.)
One Flaming Arrow is there just because there's space and going second to Priests of the Light it sucks not to have a Gargoyle ready, so this works as a substitute.
One thing i noticed is that you have to be even more conservative with Banebow's ability than in earlier versions. It is the only thing you can rely on when dealing with Gargoyles, Kurt and Sandworms. A complete 4x Kurt and Worm deck would prolly give this one quite a run for its money, but i haven't encountered it yet. Add more Flaming Arrows, Medusils, Carniboars (vs Kurt) or Minotaur if you run into trouble with these resilient allies.
When you don't get to draw your Wrath of the Forest in time you often run out of threats if you don't include Shadow Knights, esp. against control-oriented players (be they mages or any other class). I wouldn't recommend it.
Be prepared though for what might follow after Shadow Knight dies (i.e. have an arrow or Soul Seeker or at least Death Mage ready). Fireball + Gargoyle means you have to put up with the Gargoyle a little while, hence why I prefer Molten against shadow mages - though it's still quite doable to come back against Gargoyle(s) + constant burn as they can't stick around nearly as long now that Banebow can cut throw their armor.
Alternatives
Just a short list of variants I've actually played.
-1 Molten Destroyer
-1 Flaming Arrow
+2 Sacrificial Lamb
~ If you find yourself having trouble with draw or encounter too many warriors and Moonstalkers for your taste.
-4 Molten Destroyer
+4 Plasma Behemoth
~ It still works, what can i say. Plasmas are esp. preferable to Destroyers against warriors.
-2 Medusil
+2 Bad Wolf
~ Bad Wolf works better when faced with Anklebreaker (also Evil Ascendant, but that's a rather rare sight). Medusil is generally better for staying in control when stuff like Aeon hits.
1.26
Yesterday I've played a couple of quick matches after quite a while of absence and to my surprise encountered more than 1 fellow Banebow players (2 actually), but the experience of watching them attack my hero with extra sharpened Fire Snakes, draw cards with HBMs and surprise attacks, enchant Beetle Demon Bows with Aimed Shots and hide in the woods for no apparent reason was so jarring and painful that I decided it was time to write down a guide to hopefully make the SE server a bit of a better place where not only scrubs choose to represent shadow hunters.
First, here's the deck:
1x Banebow
4x Brute
4x Gargoyle
4x Medusil
3x Bella
4x Plasma Behemoth
2x Poison Arrow
2x Flaming Arrow
2x Bloodlust
3x Shriek
3x Death Trap
4x Wrath of the Forest
4x Soul Seeker
It can of course be varied, but your ally count should always be ~ 18-22 and your 3 drop count ~10-12 (counting 3 cost cards that can be played unconditionally by your 3rd turn, i.e. allies and death traps).
If you don't want to read so much, in short your game will be at its best when going first against humans with Brute – Gargoyle – Bella – Behemoth/Wrath of the Forest/Soul Seeker and at its worst when going second to Brute – Gargoyle – Fireball/Lighting Strike – Behemoth.
A 30 card version of this deck would feature 1 Wrath / Bella / Death Trap / Medusil, 2 Bloodlusts and 4 arrows less.
The Cards:
Banebow's ability unlike many others is never useless no matter the hero you're playing, which is also the reason why having cards that trigger effects at the cost of shadow energy is a waste in a Banebow deck. Esp. early in the game you want to keep your shadow energy if you can't target 2 allies with it. You can start focusing on the enemy hero once the board is yours.
Brute and Gargoyle ideally clear the board of Puwen and a 4 hp ally (after you use your ability) and are generally great because they are so hard to get rid of.
Medusil helps taking care of beefier allies (5+ hitpoints and gargoyles). Without her, you will struggle too hard against shadow's gargoyles and behemoths, though you will likely struggle anyway against shadow mages because they have strong removal spells as well. If things go bad, your allies won't stay in play and unfortunately no hunter ability can take out resilient allies quickly. This is the deck's biggest weakness. However, against humans it is less problematic: With the tools at your disposal you can take out their early allies efficiently, so at best – for them - the board is empty when Raven or Aeon enters play (assuming you draw the right cards). A Raven or Aeon also needs further support to hold you down, unlike a Behemoth.
Or in short you can sac Medusil against humans if you have other allies to play.
Bella is a very good option when there are no enemy allies around to immediately kill her. Works excellently with Banebow's ability that often allows you to clear the stage for her entrance during your 4th turn. Against shadow you can sac her most of the time.
Plasmas are your biggest threat to the other player. Ultimately, you are always aiming to have one of them reign over the board.
Arrows are there to remove very pesky allies (Jasmine when going second, gargoyles and all allies that cost 5 or 6).
Playing a death trap is better than playing a 4 hitpoint ally that could be killed too easily, which is often the case when going second (fireballs, brute+lightning strikes, blake/jasmine + aldon). With your ability and a Soul Seeker you can always take care of small groups of enemy allies, but as a hunter you have no board reset card and a whole crowd becomes quickly more than you can get under control. Death Trap helps prevent that, but is a bit of a gamble – when you set it up your opponents usually don't want to waste their big guys on it, but don't have a low cost ally to throw into the trap either (because these have either been played or sac'ed already), so how long your trap stalls the game depends on when they draw their next expendable.
Bloodlust comes in handy every now and then, f.e. while your ability is still charging or when your allies get crippled by warriors, but overall the card doesn't shine often enough to warrant more than 2 copies of it. For dealing lots of damage you have behemoths.
Shrieks don't need much commenting. They allow you to remove a key item and still have enough resources to play something else the same turn, but since they come at the permanent cost of a resource you should always consider other options before playing them.
Wrath of the Forest is your basic drawing engine and it's pretty sweet. I value it higher than Ill-gotten gains because its effect, while being conditional as well, depends on how *your deck is built and played, not that of the other hero. Plus it has a defensive value that shouldn't be sneezed at.
Soul Seeker is an amazing comeback card and should only be sac'ed when you are sure that the board is and will stay yours.
Card Alternatives:
Keldor & Bad Santa instead of Bella & Death Trap
Keldor, like Bella, is a strong card when going first and has a better synergy with Wrath of the Forest than Death Trap. Your turn 4 play would be Keldor's ability + Bad Santa instead of Bella or Wrath, but due to Banebow's ability you don't necessarily need him to immediately remove a 4hp ally. Ability + Keldor is good for removing gargoyles though. Against mages you want to play a gargoyle even when going first, because you don't want to get your allies fireballed before you have Wrath of the Forest in play.
Cobraskin Wraps instead of Bella or Wrath
Another card that is made for going first. The defensive value can be ignored mostly, as you want to play this card to delay the game by a turn when you have won the board and don't want to let your opponent reach a game changers too fast (Nova, Tidal Wave, weapons).
Shadowspawn
Banebow's ability cost of 3 is 1 lower than many other, which is why these 2 cards work together so well. There are a lot of heroes with board control abilities that you can hurt really bad with Shadowspawn and it also works wonders against Elementalis, Gravebone and Ter Adun. However, Jericho and Majiya aren't threatened by it. In the current meta running a few copies of this card is hardly a good idea, but then again, lower rated players don't play the meta, so if you do a lot of quick matches you might want to try it out.
Nightprowler
Bit of a random set-up when you only have 4 bows, but it's very rewarding whenever it works. If you like stealing your opponents cards, Nightprowler does quite ok since the deck offers so many ways of removing enemy allies.
Cards I haven't mentioned at all are, for reasons I won't bother going into unless someone asks specifically about them, not worth a slot in an ally-based Banebow deck (imo).
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